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Thread: CloseCombat CAI BAI v01 (Update 13.02.2015)

  1. #181

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Could you please work in "harmonization" with radious in order to add your 2.0 spacing working with its radious Battle mod? It could be the better battle handling since release!

  2. #182
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    To meet a certain subset of users:

    Close_Combat_[spacing_&_speed].pack

    here only "unit spacing" and speed reduce.
    Last edited by Luntik; September 13, 2013 at 02:42 AM.

  3. #183

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Download link isn't working for me, just a blank page.

  4. #184

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    What will happen if I have the Radiious total war mod in my data file already?

  5. #185

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    DL link doesnt work

  6. #186
    imperialism's Avatar Libertus
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    thanks for the mod. have been waiting for this.
    can someone upload in on a mirror link.. thanks!
    "Theres daggers in men smiles" , Shakespeare

  7. #187

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Just play tested this mod a bit. It seems Heavy infantry's Running speed is too slow.
    It feels like my heavy units are moving in slow motion.

    And units don't move through other units so well.

    Thanks again Luntik.

  8. #188
    Libertus
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Can't download the gate version Can someone mirror it or Luntik put it up again?
    "War is the worst thing that can happen to an army. It stains clothes, damages equipment and makes soldiers dirty and undisciplined.
    It is therefore to be avoided at all costs"

    - Electoral saxon military doctrine, 1701

    "Some hanseatic cities had huge cogs"
    - myself

  9. #189

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Looks like my units have lost the ability to run.

  10. #190
    Laetus
    Join Date
    Aug 2013
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    Germany
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    23

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Ok just played a quick Athens vs Sparta(AI) custom battle. Each side had only hoplites and spear phalanx. Of 8 units the cpu only attacked with one pike unit in phalanx formation the rest of the units just attacked without it......

  11. #191

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Will you be doing anything about the AI spamming the capture points?




  12. #192

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by Luntik View Post
    You wish more reducing kill rate for ranged units?
    Hi Luntik. Congratulation for your good work.

    Please could you reduce a little bit the kill rate of ranged units (or just their precession) so as to have a more balanced vercion of your "Close Combat mod v2.0" ?


    Thank you very much and keep doing your good work. I like very much your subtle modifications...........

  13. #193

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    precession = accuracy...........sorry about my mistake.

  14. #194

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Mirrior please TWC is ed...




  15. #195

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    I will test it later, hope units don't get too slow this guys was athletes after all.

  16. #196
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by Anon052 View Post
    Ok just played a quick Athens vs Sparta(AI) custom battle. Each side had only hoplites and spear phalanx. Of 8 units the cpu only attacked with one pike unit in phalanx formation the rest of the units just attacked without it......
    Spoiler Alert, click show to read: 











  17. #197
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by Master Necromancer View Post
    Will you be doing anything about the AI spamming the capture points?
    CA fix it in near patch

  18. #198

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by Luntik View Post
    CA fix it in near patch
    You sir are a true optimist. They still haven't removed the "victory points" from open field battles when the AI is in force march or when you are sieging a city and they ride out.

    But if you say so. A temporary fix would be nice thou.

    And could you please make a mirror on mediafire for example so that we can download this amazing mod even if TWC is ed as hell?




  19. #199
    Laetus
    Join Date
    May 2011
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Hi I love your mod but I had to uninstall it because the units moved too slow it's hard to enjoy the game. Can you make a version of only the spacing and decreased kill rate? Thanks in advance!

  20. #200

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by woonsa View Post
    Hi I love your mod but I had to uninstall it because the units moved too slow it's hard to enjoy the game. Can you make a version of only the spacing and decreased kill rate? Thanks in advance!
    Look at the second post on the same page you posted....




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